无法在CodeBlocks

时间:2016-06-24 11:46:07

标签: c sdl codeblocks

我正在使用LazyFoo的SDL2.0教程,使用Code :: Blocks 16.01。我无法使用SDL_LoadBMP()加载图像。

这是我第一次在这里提问。我在Google上找到答案并在此处搜索现有的问题/答案,但无法解决问题。

这是我的代码:

/*This source code copyrighted by Lazy Foo' Productions (2004-2015)
and may not be redistributed without written permission.*/

//Using SDL and standard IO
#include <SDL.h>
#include <stdio.h>

//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;

//Starts up SDL and creates window
bool init();

//Loads media
bool loadMedia();

//Frees media and shuts down SDL
void close();

//The window we'll be rendering to
SDL_Window* gWindow = NULL;

//The surface contained by the window
SDL_Surface* gScreenSurface = NULL;

//The image we will load and show on the screen
SDL_Surface* gHelloWorld = NULL;

bool init()
{
    //Initialization flag
    bool success = true;

    //Initialize SDL
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
    {
        printf( "SDL could not initialize! SDL_Error: %s\n", SDL_GetError() );
        success = false;
    }
    else
    {
        //Create window
        gWindow = SDL_CreateWindow( "SDL Tutorial - Lesson 02", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
        if( gWindow == NULL )
        {
            printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
            success = false;
        }
        else
        {
            //Get window surface
            gScreenSurface = SDL_GetWindowSurface( gWindow );
        }
    }

    return success;
}

bool loadMedia()
{
    //Loading success flag
    bool success = true;

    //Load splash image
    gHelloWorld = SDL_LoadBMP( "/02_getting_an_image_on_the_screen/hello_world.bmp" );
    if( gHelloWorld == NULL )
    {
        printf( "Unable to load image %s! SDL Error: %s\n", "02_getting_an_image_on_the_screen/hello_world.bmp", SDL_GetError() );
        success = false;
    }

    return success;
}

void close()
{
    //Deallocate surface
    SDL_FreeSurface( gHelloWorld );
    gHelloWorld = NULL;

    //Destroy window
    SDL_DestroyWindow( gWindow );
    gWindow = NULL;

    //Quit SDL subsystems
    SDL_Quit();
}

int main( int argc, char* args[] )
{
    //Start up SDL and create window
    if( !init() )
    {
        printf( "Failed to initialize!\n" );
    }
    else
    {
        //Load media
        if( !loadMedia() )
        {
            printf( "Failed to load media!\n" );
        }
        else
        {
            //Apply the image
            SDL_BlitSurface( gHelloWorld, NULL, gScreenSurface, NULL );

            //Update the surface
            SDL_UpdateWindowSurface( gWindow );

            //Wait two seconds
            SDL_Delay( 2000 );
        }
    }

    //Free resources and close SDL
    close();

    return 0;
}

当我指定整个路径时,此代码工作正常。但有没有更简单的方法来做到这一点,而不是总是指定整个路径?

我放置图像的位置,以及如何指定它的路径?

我将非常感谢您提供的任何帮助。

3 个答案:

答案 0 :(得分:0)

删除/02_getting_an_image_on_the_screen/中的hello_world.bmp。 如果您在IDE之外,则必须将文件放在项目文件夹/与可执行文件相同的目录中。

答案 1 :(得分:0)

我将/02_getting_an_image_on_the_screen/hello_world.bmp替换为../02_getting_an_image_on_the_screen/hello_world.bmp,它也正常。 :)

答案 2 :(得分:0)

我给出答案有点晚了,但这也是我在 LazyFoo 的 SDL 教程之后发生的事情,这是在 google 中出现的第一篇关于该主题的 stackoverflow 帖子,所以这是我的解决方案: 在包含 .bmp 文件的文件夹之前放一个点。 “。”是 .cpp 文件的当前目录:

//Load splash image
gHelloWorld = SDL_LoadBMP("./02_getting_an_image_on_the_screen/hello_world.bmp");